public void ImmediateWindow(int ID, Rect rect, WindowLayer layer, Action doWindowFunc, bool doBackground = true, bool absorbInputAroundWindow = false, float shadowAlpha = 1f) { if (Event.current.type == EventType.Repaint) { if (ID == 0) { Log.Warning("Used 0 as immediate window ID."); } else { ID = -Math.Abs(ID); bool flag = false; for (int i = 0; i < windows.Count; i++) { if (windows[i].ID == ID) { ImmediateWindow immediateWindow = (ImmediateWindow)windows[i]; immediateWindow.windowRect = rect; immediateWindow.doWindowFunc = doWindowFunc; immediateWindow.layer = layer; immediateWindow.doWindowBackground = doBackground; immediateWindow.absorbInputAroundWindow = absorbInputAroundWindow; immediateWindow.shadowAlpha = shadowAlpha; flag = true; break; } } if (!flag) { AddNewImmediateWindow(ID, rect, layer, doWindowFunc, doBackground, absorbInputAroundWindow, shadowAlpha); } immediateWindowsRequests.Add(ID); } } }
public IEnumerator _04_WindowLayerIsPresent() { WindowLayer windowLayer = uiFrame.GetComponentInChildren <WindowLayer>(); Assert.NotNull(windowLayer); yield return(null); }
private void AddToActivedWindowQueue(WindowLayer layer, WindowBase windowHandler) { if (!m_ActivedWindowQueue.ContainsKey(layer)) { m_ActivedWindowQueue.Add(layer, new List <WindowBase>()); } m_ActivedWindowQueue[layer].Add(windowHandler); }
private void RemoveFromActivedWindowQueue(WindowLayer layer, WindowBase windowHandler) { if (!m_ActivedWindowQueue.ContainsKey(layer)) { return; } m_ActivedWindowQueue[layer].Remove(windowHandler); }
public WindowIndexStruct(int id, string path, WindowLayer layer, Type type, bool isBuildWindow = true) { m_ID = id; m_strPath = path; m_Layer = layer; m_Type = type; m_bIsBuildInWindow = isBuildWindow; }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); WindowLayer o = (WindowLayer)arg0; ToLua.Push(L, o); return(1); }
public void PushWindow(string assetName, string bundleName, Action <UIWindow> onComplete) { AssetManager.Instance.LoadAsset <UIWindow>(assetName, bundleName, delegate(string error, UIWindow window) { if (!string.IsNullOrEmpty(error)) { Debug.LogError(string.Format("load window at {0}:{1} failed!!!", assetName, bundleName)); return; } UIWindow newWindow = GameObject.Instantiate <GameObject>(window.gameObject).GetComponent <UIWindow>(); newWindow.transform.localScale = Vector3.one; newWindow.transform.localRotation = Quaternion.identity; newWindow.transform.localPosition = Vector3.zero; UIWindowStack stack = null; newWindow.DynamicLayer = newWindow.OriginalLayer; stacks.TryGetValue(newWindow.OriginalLayer, out stack); if (newWindow.OriginalLayer != WindowLayer.UIMain && newWindow.OriginalLayer != WindowLayer.UIMainView) { WindowLayer highestLayer = GetHighestLayer(); if ((int)highestLayer > (int)newWindow.OriginalLayer) { newWindow.DynamicLayer = highestLayer; stacks.TryGetValue(highestLayer, out stack); } } Assert.IsTrue(stack != null); stack.PushWindow(newWindow); UIWindow pendingWindow = null; if (openWindows.Count > 0) { pendingWindow = openWindows.Peek(); } openWindows.Push(newWindow); if (pendingWindow != null) { pendingWindow.OnPause(); } if (onComplete != null) { onComplete(newWindow); } newWindow.OnShow(); }); }
public override int GetHashCode() { unchecked { int result = WindowLayer.GetHashCode(); result = (result * 397) ^ ComponentLayer.GetHashCode(); result = (result * 397) ^ ZOrder.GetHashCode(); return(result); } }
public void RegisterWindow(int id, string path, WindowLayer layer, Type type) { if (m_WindowIndexStore.ContainsKey(id)) { return; } WindowIndexStruct element = new WindowIndexStruct(id, path, layer, type); m_WindowIndexStore.Add(id, element); }
public override void LessonOnGUI() { Rect mainRect = this.MainRect; float alpha = 1f; if (this.doFadeIn) { alpha = Mathf.Clamp01((float)(base.AgeSeconds / 0.40000000596046448)); } if (this.Expiring) { float num = this.expiryTime - Time.timeSinceLevelLoad; if (num < 1.1000000238418579) { alpha = (float)(num / 1.1000000238418579); } } WindowStack windowStack = Find.WindowStack; int iD = 134706; Rect rect = mainRect; WindowLayer layer = WindowLayer.Super; Action doWindowFunc = delegate { Rect rect2 = mainRect.AtZero(); Text.Font = GameFont.Small; if (!this.Expiring) { this.def.HighlightAllTags(); } if (this.doFadeIn || this.Expiring) { GUI.color = new Color(1f, 1f, 1f, alpha); } Widgets.DrawWindowBackgroundTutor(rect2); Rect rect3 = rect2.ContractedBy(10f); rect3.width = 432f; Widgets.Label(rect3, this.def.HelpTextAdjusted); Rect butRect = new Rect((float)(rect2.xMax - 32.0 - 8.0), (float)(rect2.y + 8.0), 32f, 32f); Texture2D tex = (!this.Expiring) ? TexButton.CloseXBig : Widgets.CheckboxOnTex; if (Widgets.ButtonImage(butRect, tex, new Color(0.95f, 0.95f, 0.95f), new Color(0.8352941f, 0.6666667f, 0.274509817f))) { SoundDefOf.Click.PlayOneShotOnCamera(null); this.CloseButtonClicked(); } if (Time.timeSinceLevelLoad > this.expiryTime) { this.CloseButtonClicked(); } GUI.color = Color.white; }; bool doBackground = false; float shadowAlpha = alpha; windowStack.ImmediateWindow(iD, rect, layer, doWindowFunc, doBackground, false, shadowAlpha); }
public void SetWindowLayer(string window, WindowLayer layer) { if (m_PanelLayerMap.ContainsKey(window)) { m_PanelLayerMap [window] = layer; } else { m_PanelLayerMap.Add(window, layer); } }
private int ResetDeepth(WindowLayer layer) { int lastWindowDeepth = m_LayerIndexStore[layer].m_iMin; for (int i = 0; i < m_ActivedWindowQueue[layer].Count; ++i) { m_ActivedWindowQueue[layer][i].ResetDeepth(lastWindowDeepth + 1); lastWindowDeepth = m_ActivedWindowQueue[layer][i].GetMaxDeepthValue(); } m_LayerIndexStore[layer].m_iCurrent = lastWindowDeepth + 1; return(m_LayerIndexStore[layer].m_iCurrent); }
//private static WindowBase WindowCreate(string uifile, WindowBase parent) //{ // WindowBase win = UICreator.GetUIInstance(uifile); // if (win != null) // { // StringBuilder sb = Tool.StringBuilder.AppendFormat("ui/{0}", uifile.ToLower()); // string abname = sb.ToString(); // sb.Clear(); // win.m_UIName = uifile; // win.m_ABId = ResourceManager.LoadPrefab(typeof(GameObject), abname, uifile, (abobject)=> // { // #region 异步加载UI资源回调 // win.m_WinObj = (GameObject)GameObject.Instantiate(abobject.m_UObjectList[0]); // GameObject AttachObject = GetLayer(win.m_Layer); // if (AttachObject == null) // { // UnityEngine.Debug.LogWarning("挂节点没有找到"); // return; // } // //先将大小还原到他的父对象的局部坐标 // Vector3 parentScale = AttachObject.transform.localScale; // Vector3 now = win.m_WinTransform.localScale; // Vector3 childScale = new Vector3(now.x * parentScale.x, now.y * parentScale.y, now.z * parentScale.z); // win.m_WinTransform.localScale = childScale; // //挂接到对应的位置 // RectTransform rect = win.m_WinObj.GetComponent(typeof(RectTransform)) as RectTransform; // if (rect != null) // { // Vector3 pos = rect.anchoredPosition3D; // Quaternion rotation = rect.localRotation; // Vector3 scale = rect.localScale; // Vector2 offsetMax = rect.offsetMax; // Vector2 offsetMin = rect.offsetMin; // win.m_WinTransform.SetParent(AttachObject.transform); // rect.anchoredPosition3D = pos; // rect.localRotation = rotation; // rect.localScale = scale; // rect.offsetMax = offsetMax; // rect.offsetMin = offsetMin; // } // win.m_WindowPos = win.m_WinTransform.position; // win.OpenWindow(); // //设置该layer下面层级 // SortLayerWindows(win.m_Layer); // win.m_WindowPos = win.m_WinTransform.position; // #endregion // }); // if(parent!= null) // { // parent.AddChild(win); // } // m_OpenedList.Add(win); // //添加逻辑窗口和层的对应关系 // List<WindowBase> winList = null; // if (m_LayerWindows.TryGetValue((int)win.m_Layer, out winList)) // { // winList.Add(win); // } // else // { // winList = new List<WindowBase>(); // winList.Add(win); // m_LayerWindows.Add((int)win.m_Layer, winList); // } // return win; // } // else // { // UnityEngine.Debug.LogError("打开的窗口不存在," + uifile); // } // return null; //} private static List <WindowBase> GetWindowsByLayer(WindowLayer layer) { int layerInt = (int)layer; if (m_LayerWindows.ContainsKey(layerInt)) { return(m_LayerWindows[layerInt]); } else { return(null); } }
WindowLayer GetHighestLayer() { WindowLayer highestLayer = WindowLayer.None; foreach (var window in openWindows) { if (window.DynamicLayer > highestLayer) { highestLayer = window.DynamicLayer; } } return(highestLayer); }
private int GetCurrentWindowDeepth(WindowLayer layer) { int currentLayerDeepth = ++m_LayerIndexStore[layer].m_iCurrent; if (currentLayerDeepth > m_LayerIndexStore[layer].m_iMax) { currentLayerDeepth = ResetDeepth(layer); } if (currentLayerDeepth > m_LayerIndexStore[layer].m_iMax) { Debuger.LogError("panel deepth out of range"); } return(currentLayerDeepth); }
static int LoadUICallBack(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 9 && TypeChecker.CheckTypes(L, 1, typeof(UIManager), typeof(AssetLoader), typeof(WindowLayer), typeof(UnityEngine.Object), typeof(UIExtendType), typeof(UIOpenType), typeof(bool), typeof(bool), typeof(int))) { UIManager obj = (UIManager)ToLua.ToObject(L, 1); AssetLoader arg0 = (AssetLoader)ToLua.ToObject(L, 2); WindowLayer arg1 = (WindowLayer)ToLua.ToObject(L, 3); UnityEngine.Object arg2 = (UnityEngine.Object)ToLua.ToObject(L, 4); UIExtendType arg3 = (UIExtendType)ToLua.ToObject(L, 5); UIOpenType arg4 = (UIOpenType)ToLua.ToObject(L, 6); bool arg5 = LuaDLL.lua_toboolean(L, 7); bool arg6 = LuaDLL.lua_toboolean(L, 8); int arg7 = (int)LuaDLL.lua_tonumber(L, 9); UnityEngine.GameObject o = obj.LoadUICallBack(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7); ToLua.Push(L, o); return(1); } else if (count == 12 && TypeChecker.CheckTypes(L, 1, typeof(UIManager), typeof(UnityEngine.UI.CanvasScaler.ScreenMatchMode), typeof(WindowLayer), typeof(float), typeof(AssetLoader), typeof(UnityEngine.Object), typeof(UIExtendType), typeof(UIOpenType), typeof(UILayerType), typeof(bool), typeof(bool), typeof(int))) { UIManager obj = (UIManager)ToLua.ToObject(L, 1); UnityEngine.UI.CanvasScaler.ScreenMatchMode arg0 = (UnityEngine.UI.CanvasScaler.ScreenMatchMode)ToLua.ToObject(L, 2); WindowLayer arg1 = (WindowLayer)ToLua.ToObject(L, 3); float arg2 = (float)LuaDLL.lua_tonumber(L, 4); AssetLoader arg3 = (AssetLoader)ToLua.ToObject(L, 5); UnityEngine.Object arg4 = (UnityEngine.Object)ToLua.ToObject(L, 6); UIExtendType arg5 = (UIExtendType)ToLua.ToObject(L, 7); UIOpenType arg6 = (UIOpenType)ToLua.ToObject(L, 8); UILayerType arg7 = (UILayerType)ToLua.ToObject(L, 9); bool arg8 = LuaDLL.lua_toboolean(L, 10); bool arg9 = LuaDLL.lua_toboolean(L, 11); int arg10 = (int)LuaDLL.lua_tonumber(L, 12); UnityEngine.GameObject o = obj.LoadUICallBack(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UIManager.LoadUICallBack")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private static void SetWindowLayerCanvas(GameObject obj, WindowLayer layer) { int idx = (int)layer; Canvas childCanvas = obj.AddComponent(typeof(Canvas)) as Canvas; childCanvas.overrideSorting = true; childCanvas.sortingLayerName = "Default"; childCanvas.sortingOrder = idx * 1000; childCanvas.additionalShaderChannels = AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.Normal | AdditionalCanvasShaderChannels.Tangent; m_LayerRenderOrder.Add(idx, childCanvas.sortingOrder); childCanvas.gameObject.transform.localPosition = new Vector3(10000, 10000, 12000 - idx * 2000); obj.AddComponent(typeof(GraphicRaycaster)); }
public MaterialFilterWindow(ThingFilter __filter, float __top, float __left, WindowLayer __layer) { this.layer = __layer; this.preventCameraMotion = false; this.soundAppear = SoundDefOf.TabOpen; this.soundClose = SoundDefOf.TabClose; this.doCloseX = false; this.closeOnClickedOutside = true; this.def = MainButtonDefOf.Menu; // new in 1.3 i guess this.resizeable = false; this.draggable = false; this.left = __left; this.top = __top; this.filter = __filter; this.sdefs = DefDatabase <SpecialThingFilterDef> .AllDefsListForReading.FindAll(x => x.defName.StartsWith("MaterialFilter")).OrderBy <SpecialThingFilterDef, string>(sdefs => sdefs.label); }
static int GetPanelLayer(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UIManager obj = (UIManager)ToLua.CheckObject(L, 1, typeof(UIManager)); WindowLayer arg0 = (WindowLayer)ToLua.CheckObject(L, 2, typeof(WindowLayer)); System.Collections.Generic.List <UIController> o = obj.GetPanelLayer(arg0); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void HandleCameraMovement() { if (WindowLayer.GetKey(ctx, 'I')) { camera2D.position += vec2.UnitY * CAMERA_SPEED * deltaTime; } if (WindowLayer.GetKey(ctx, 'K')) { camera2D.position += -vec2.UnitY * CAMERA_SPEED * deltaTime; } if (WindowLayer.GetKey(ctx, 'J')) { camera2D.position += -vec2.UnitX * CAMERA_SPEED * deltaTime; } if (WindowLayer.GetKey(ctx, 'L')) { camera2D.position += vec2.UnitX * CAMERA_SPEED * deltaTime; } }
static int AddDlg(IntPtr L) { try { ToLua.CheckArgsCount(L, 7); UIManager obj = (UIManager)ToLua.CheckObject(L, 1, typeof(UIManager)); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.GameObject)); WindowLayer arg1 = (WindowLayer)ToLua.CheckObject(L, 3, typeof(WindowLayer)); UIOpenType arg2 = (UIOpenType)ToLua.CheckObject(L, 4, typeof(UIOpenType)); bool arg3 = LuaDLL.luaL_checkboolean(L, 5); bool arg4 = LuaDLL.luaL_checkboolean(L, 6); int arg5 = (int)LuaDLL.luaL_checknumber(L, 7); UILayer o = obj.AddDlg(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void AddNewImmediateWindow(int ID, Rect rect, WindowLayer layer, Action doWindowFunc, bool doBackground, bool absorbInputAroundWindow, float shadowAlpha) { if (ID >= 0) { Log.Error("Invalid immediate window ID."); return; } ImmediateWindow immediateWindow = new ImmediateWindow(); immediateWindow.ID = ID; immediateWindow.layer = layer; immediateWindow.doWindowFunc = doWindowFunc; immediateWindow.doWindowBackground = doBackground; immediateWindow.absorbInputAroundWindow = absorbInputAroundWindow; immediateWindow.shadowAlpha = shadowAlpha; immediateWindow.PreOpen(); immediateWindow.windowRect = rect; InsertAtCorrectPositionInList(immediateWindow); FocusAfterInsertIfShould(immediateWindow); updateInternalWindowsOrderLater = true; immediateWindow.PostOpen(); }
private static string GetWindowLayerName(WindowLayer layer) { string name = ""; if (layer == WindowLayer.Effect) { name = "Effect"; } else if (layer == WindowLayer.Guide) { name = "Guide"; } else if (layer == WindowLayer.Hold) { name = "Hold"; } else if (layer == WindowLayer.HUD) { name = "HUD"; } else if (layer == WindowLayer.Loading) { name = "Loading"; } else if (layer == WindowLayer.Notice) { name = "Notice"; } else if (layer == WindowLayer.Popup) { name = "Popup"; } else { name = "NoneLayer"; } return(name); }
// -- public void HandleQuadMovement() { if (WindowLayer.GetKeyDown(ctx, 'W') && Math.Abs(quad.body.GetVelocity().y) <= 0.01f) { quad.body.ApplyImpulse(IMPULSE_POWER); } if (WindowLayer.GetKey(ctx, 'A')) { quad.Move(-vec2.UnitX * deltaTime); } if (WindowLayer.GetKey(ctx, 'D')) { quad.Move(vec2.UnitX * deltaTime); } if (WindowLayer.GetKey(ctx, 'Q')) { quad.Rotate(deltaTime * (float)Math.PI); } if (WindowLayer.GetKey(ctx, 'E')) { quad.Rotate(-deltaTime * (float)Math.PI); } }
public TextureInfo(WindowLayer layer, RenderTexture texture) { Layer = layer; Texture = texture; }
public bool ShowWindow(string window, object data = null) { int index = m_Stack.FindIndex(x => x.name == window); UIView view = null; bool ret = false; if (index >= 0) { view = m_Stack[index]; view.rt.SetAsLastSibling(); if (view.rt.gameObject.activeInHierarchy == false) { view.rt.gameObject.SetActive(true); } m_Stack.RemoveAt(index); } else { Object obj = ResourceManager.Instance.LoadAsset("UI", window); GameObject panel = Instantiate(obj as GameObject); panel.name = window; //LuaBehaviour lua = panel.GetComponent<LuaBehaviour>(); //if (lua == null) lua = panel.AddComponent<LuaBehaviour>(); RectTransform rt = panel.GetComponent <RectTransform>(); rt.SetParent(Root); rt.sizeDelta = new Vector2(0, 0); rt.localScale = Vector3.one; rt.localPosition = new Vector3(0, 0, 0); view = new UIView { name = window, rt = rt }; //view = new UIView{name=window,rt=rt, script=lua}; ret = true; } // set layer WindowLayer layer = WindowLayer.Normal; if (m_PanelLayerMap.ContainsKey(window)) { layer = m_PanelLayerMap[window]; } int idx = 0; if (m_Stack.Count > 0) { for (; idx < m_Stack.Count; idx++) { WindowLayer layer2 = WindowLayer.Normal; if (m_PanelLayerMap.ContainsKey(m_Stack[idx].name)) { layer2 = m_PanelLayerMap[m_Stack[idx].name]; } if (layer2 > layer) { break; } } if (idx == m_Stack.Count) { view.rt.SetAsLastSibling(); m_Stack.Add(view); } else { int siblingIndex = m_Stack[idx].rt.GetSiblingIndex(); for (int i = m_Stack.Count - 1; i >= idx; i--) // move back { m_Stack[i].rt.SetSiblingIndex(m_Stack[i].rt.GetSiblingIndex() + 1); } view.rt.SetSiblingIndex(siblingIndex); m_Stack.Insert(idx, view); } } else { view.rt.SetSiblingIndex(Root.childCount - 1); m_Stack.Add(view); } // set mode WindowMode mode = WindowMode.None; if (m_PanelModeMap.ContainsKey(window)) { mode = m_PanelModeMap[window]; } if (mode == WindowMode.HideOther) { for (int i = idx - 1; i >= 0; i--) { view = m_Stack[i]; WindowMode mode2 = WindowMode.None; if (m_PanelModeMap.ContainsKey(view.name)) { mode2 = m_PanelModeMap [view.name]; } if (mode2 == WindowMode.HideOther) { // 隐藏后面的window view.rt.gameObject.SetActive(false); break; } } } return(ret); }
public SpreadApplication(WindowLayer.Options opts, ResourceManager res) { ctx = WindowLayer.CreateWindowContext(opts); SpreadApplication.res = res; UILayer.InitializeUI(ctx, "#version 440 core", "res/Roboto-Regular.ttf"); }
public static void CreateUIStruct() { Debug.Log("Create UI Struct In Dll"); m_GlobalUI = new GameObject("GlobalUI"); GameObject.DontDestroyOnLoad(m_GlobalUI); //相机 GameObject camgo = new GameObject("UICamera"); Transform cam = camgo.transform; m_UICamera = cam.gameObject.AddComponent(typeof(Camera)) as Camera; m_UICamera.allowHDR = false; m_UICamera.orthographicSize = 1; m_UICamera.orthographic = true; m_UICamera.useOcclusionCulling = true; m_UICamera.nearClipPlane = 1.0f; m_UICamera.farClipPlane = 100; m_UICamera.clearFlags = CameraClearFlags.Depth; m_UICamera.cullingMask = LayerMask.GetMask("UI", "UI3D", "UIVFX"); m_UICamera.transform.position = new Vector3(10000, 10000, 0); //画布 m_GlobalCanvas = new GameObject("GlobalCanavs"); m_GlobalCanvas.transform.SetParent(m_GlobalUI.transform, false); cam.transform.SetParent(m_GlobalCanvas.transform, false); m_GlobalCanvas.layer = LayerMask.NameToLayer("UI"); Canvas canvas = m_GlobalCanvas.AddComponent(typeof(Canvas)) as Canvas; canvas.renderMode = RenderMode.ScreenSpaceCamera; canvas.worldCamera = m_UICamera; canvas.planeDistance = 15; canvas.additionalShaderChannels = AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.Normal | AdditionalCanvasShaderChannels.Tangent; m_CanvasRect = m_GlobalCanvas.GetComponent(typeof(RectTransform)) as RectTransform; //画布适配器 m_CanvasScaler = m_GlobalCanvas.AddComponent(typeof(CanvasScaler)) as CanvasScaler; m_CanvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; m_CanvasScaler.referenceResolution = LogicRoot.m_ScreenDesignSize; m_CanvasScaler.matchWidthOrHeight = SetMatchWidthOrHeight(Screen.width, Screen.height); m_GlobalCanvas.AddComponent(typeof(GraphicRaycaster)); //事件 GameObject evtObj = new GameObject("EventSystem"); evtObj.transform.SetParent(m_GlobalUI.transform, false); m_EventSystem = evtObj.AddComponent(typeof(EventSystem)) as EventSystem; //evtObj.AddComponent<TouchInputModule>(); evtObj.AddComponent(typeof(StandaloneInputModule)); //层级 //注意:枚举的GetValues可能无法在热更新里面用 for (int i = 0; i < (int)WindowLayer.Count; ++i) { WindowLayer layer = (WindowLayer)i; string name = GetWindowLayerName(layer); Transform tr = m_GlobalCanvas.transform.Find(name); if (tr == null) { GameObject obj = new GameObject(name); obj.transform.SetParent(m_GlobalCanvas.transform, false); RectTransform rt = obj.AddComponent(typeof(RectTransform)) as RectTransform; obj.layer = LayerMask.NameToLayer("UI"); rt.anchorMin = new Vector2(0, 0); rt.anchorMax = new Vector2(1, 1); rt.sizeDelta = new Vector2(0, 0); tr = rt; SetWindowLayerCanvas(obj, layer); } m_LayerGameObjects.Add((int)layer, tr); } }
public static Transform GetLayer(WindowLayer layer) { return(m_LayerGameObjects[(int)layer]); }
static int CreatePanel(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); obj.CreatePanel(arg0); return(0); } else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string), typeof(WindowLayer))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); WindowLayer arg1 = (WindowLayer)ToLua.ToObject(L, 3); obj.CreatePanel(arg0, arg1); return(0); } else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string), typeof(object))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); object arg1 = ToLua.ToVarObject(L, 3); obj.CreatePanel(arg0, arg1); return(0); } else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string), typeof(UIExtendType), typeof(object))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UIExtendType arg1 = (UIExtendType)ToLua.ToObject(L, 3); object arg2 = ToLua.ToVarObject(L, 4); obj.CreatePanel(arg0, arg1, arg2); return(0); } else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string), typeof(UIExtendType), typeof(UIOpenType), typeof(object))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UIExtendType arg1 = (UIExtendType)ToLua.ToObject(L, 3); UIOpenType arg2 = (UIOpenType)ToLua.ToObject(L, 4); object arg3 = ToLua.ToVarObject(L, 5); obj.CreatePanel(arg0, arg1, arg2, arg3); return(0); } else if (count == 8 && TypeChecker.CheckTypes(L, 1, typeof(PanelManager), typeof(string), typeof(WindowLayer), typeof(UIExtendType), typeof(UIOpenType), typeof(LuaInterface.LuaFunction), typeof(object), typeof(int))) { PanelManager obj = (PanelManager)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); WindowLayer arg1 = (WindowLayer)ToLua.ToObject(L, 3); UIExtendType arg2 = (UIExtendType)ToLua.ToObject(L, 4); UIOpenType arg3 = (UIOpenType)ToLua.ToObject(L, 5); LuaFunction arg4 = ToLua.ToLuaFunction(L, 6); object arg5 = ToLua.ToVarObject(L, 7); int arg6 = (int)LuaDLL.lua_tonumber(L, 8); obj.CreatePanel(arg0, arg1, arg2, arg3, arg4, arg5, arg6); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: PanelManager.CreatePanel")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }